Indonesian Science Education Journal (ISEJ)
Vol. 7 No. 2 (2026): February-May

Development of Gamified Higher-Order Thinking Skills Assessment Items for Phase D Informatics through Pedagogical Deep Learning

Uswatun Hasanah (Universitas Negeri Makassar, Indonesia)
Syahrul (Universitas Negeri Makassar, Indonesia)
Anas Arfandi (Universitas Negeri Makassar, Indonesia)



Article Info

Publish Date
30 May 2026

Abstract

This study developed and evaluated gamified Higher-Order Thinking Skills (HOTS) assessment items for Phase D Informatics through a pedagogical deep-learning orientation. The research addressed the limited availability of valid, reliable, and practical digital assessment instruments capable of measuring students’ analytical and evaluative thinking in junior secondary Informatics. A Research and Development design was employed by integrating the ADDIE, 4-D, and Tessmer formative-evaluation models into five stages: needs analysis, product design, development and validation, implementation and evaluation, and finalization. The product consisted of 20 contextual multiple-choice items delivered through Quizizz and designed according to Phase D Informatics learning outcomes and the principles of mindful, meaningful, and joyful learning. Content, assessment, and language validation involved three experts, while field testing involved 60 Grade VIII students from three public junior secondary schools in Pinrang Regency, Indonesia. Data were collected using validation sheets, assessment responses, observation records, and teacher and student practicality questionnaires. The results showed an overall expert-validation score of 94.24%, indicating that the instrument was highly valid. Empirical item analysis identified 17 valid items, while three items required substantial revision. The instrument demonstrated acceptable internal consistency, with a Cronbach’s alpha of .735. Most items showed moderate difficulty and adequate-to-good discrimination. Teacher and student responses produced a combined practicality score of 86.81%, categorized as highly practical. These findings indicate that gamification can support the delivery of evaluated HOTS assessment in Phase D Informatics.

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Journal Info

Abbrev

isej

Publisher

Subject

Agriculture, Biological Sciences & Forestry Education Other

Description

ISEJ : Indonesian Science Education Journal ISEJ : Indonesian Science Education Journal is a medium of communication used by researchers, lecturers, teachers, practitioners, and University student for submitting result of studies and prioritized result of the study and review of the literature in ...